/Engine/Plugins/Experimental/ScriptableToolsFramework/Source/ScriptableToolsFramework/Public/ScriptableInteractiveTool.h
Remove a Property Set from the current Tool, found via it's unique Identifier. Unless the Property Set absolutely needs to stop existing, it is likely preferable to useSetPropertySetVisibleByName()to simply hide it.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets", Meta=(ExpandEnumAsExecs="Outcome", Identifier="Settings")) void RemovePropertySetByName ( [FString](API\Runtime\Core\Containers\FString) Identifier, [EToolsFrameworkOutcomePins](API\Plugins\ScriptableToolsFramework\EToolsFrameworkOutcomePins) & Outcome )